Jump to content

HappyPolygon

Premium Member
  • Posts

    1,913
  • Joined

  • Last visited

  • Days Won

    97

Everything posted by HappyPolygon

  1. OK, now, is the Houdini Bridge gone for good ? 'Cause I've found a .cof that does what the old Worn Edges plugin did and was hoping to plug it in R25.
  2. I almost had a mental breakdown! I opend R23 couldn't find it, I opened R19, the same. 🤨 I opened R12 ... WTF 😶 I opened R8.5 , godamit am I experiensing a C4D Mandela effect ? 🤯 It's OK guys... the feature is under the Shadow Tab ... still alive in R25 ... For some reason I thought it was a Shadow Type 😅
  3. Yesterday I realized that lights don't have an Outline anymore. Not that I needed it but it made me feel that I lost something... Now I'm trying to find out how many polys a parametric object (loft) has. I rememer that right-clicking on the object in OM or even in the OM the options Object Info and Scene Info whould appear .... Where are they now ?
  4. What does (m/f/d) stands for ?
  5. Does it require to have the Internet connection on while using the app ?
  6. Wait, what ? What does Steam have to do with Substance ? Wasn't that supposed to be a game store ? Are we going to look out for Poser in Epic Games too ?
  7. Just saw a video about how Kurtzgesagt make their videos and in my astonishment they mentioned C4D....
  8. I can't understand what's the deal with Forger ... Is it that much better to sculpt using your fingers on a tablet ? I don't own a tablet or iPad but i can't get my head around the thought that Forger got to be so successful and so powerful as to showcase some very nice artworks... What's your opinion ? Would your workflow be better with a stylus ? How close does it compare to other sculpting applications ?
  9. Big discount list from various vendors http://www.cgchannel.com/2021/11/black-friday-and-cyber-monday-2021-deals-for-cg-artists/?fbclid=IwAR2r519fPdrtfi6_l6f1pMcmTvynuLFD2RVEWAG5SjxTudCphv0ZPin0-WM
  10. Thanks Everfresh ! I saw Know a Whale on Maxon's showreels and wanted to see the full animatio. It remind me of Coraline.
  11. Movie Info: TV Series Tylor Tuskman had just graduated from Monster's University at the top of his scare class and has been recruited at Monsters Inc. as a scarer. However, the day before he started, Waternoose was canned. With Mike and Sully now in charge, the whole corporation is transitioning to a joke company. Tylor now needs to figure out how to become a jokester. Trivia: Randall will no longer be appearing in the series, because he got banished from the monster world to a trailer family back in the movie. Roto, the pet monster, appears to be based off the Cacodemon from the DOOM series. Spoiler: Deleted scene If you watch the whole season at once it feels like a proper sequel Featurettes : I liked the quality of the graphics. It really made me feel like it hasn't been a single day since I last saw Monsters Inc. And comparing the last scene episode with the last scene of the original movie (see spoiler), the only thing that's different is the light simulation. Everything else is exactly the same.
  12. That moment wasn't included in the final cut.
  13. Huge list of Black Friday discounts on 3D software, Models, Video editing, Plugins https://www.toolfarm.com/news/?utm_source=cgsociety&utm_medium=ad&utm_campaign=blackfriday_cm21
  14. 99% of SciFi movies make me cringe for being 99% fiction + 1% science but I learned to accept that. We are talking about a show where most aliens are too anthropomorphic or look like anthropomorphic animals.
  15. OPEN SEASON (2006) Boog, a domesticated 900lb. Grizzly bear, finds himself stranded in the woods 3 days before Open Season. Forced to rely on Elliot, a fast-talking mule deer, the two form an unlikely friendship and must quickly rally other forest animals if they are to form a rag-tag army against the hunters. Trivia Sony Pictures Animation's first theatrical movie. The Sony Animation technicians developed a new tool called Shapers that permitted the animators to reshape the character models, allowing for stronger poses and silhouettes and subtle distortions (squash and stretch, smears, et cetera) typical of traditional, hand-drawn animation. Columbia Pictures' third computer animated movie, after Final Fantasy: The Spirits Within (2001) and Το τερατόσπιτο (2006). Even though this movie was a success, the sequels were not released theatrically since Columbia Pictures wouldn't let Sony Animation release any sequels theatrically until they purchased and acquired Sony Animation in 2010. This is the first Sony Pictures Animation movie to become a franchise. They used BodyPaint 3D of C4D R10 for texturing everything in the movie More info: https://www.maxon.net/ko/article/sony-pictures-animations-open-season-paves-a-new-way-for-imageworks-paint-artists-to-work-together A list of movies that have used in some extend C4D https://en.wikipedia.org/wiki/Cinema_4D#Use_in_industry
  16. About the movie: Genre : SciFi, Drama Synopsis: A complex saga of humans scattered on planets throughout the galaxy all living under the rule of the Galactic Empire. Far in the future, The Empire is about to face a reckoning unlike anything else it's faced before: several Millenia of chaos has been predicted by the galaxy's leading psycho-historian: Hari Seldon. But can The Empire offset the disaster before it begins? Top Cast: Lou Llobell as Gaal Dornick Jared Harris as Hari Seldon Lee Pace as Brother Day Leah Harvey as Salvor Hardin Sasha Behar as Mari Laura Birn as Demerzel Terrence Mann as Brother Dusk Trivia: In the original Foundation Trilogy's universe, and also the immediate sequel Foundation's Edge, robots were unknown. In three subsequent novels, Asimov retconned this and merged his Robot and Foundation universes. This in turn allowed robots to appear in two Foundation prequels written by Asimov. The presence of a robotic character in the series tells us that this adaptation is not simply based the original trilogy, but the unified Universe created by Asimov. VFX: An additional 19 vendors had to be brought in to support DNEG, Important Looking Pirates and Outpost VFX as the visual effects shots for the ten episodes of Season 1 went from 1,500 to 3,900. “I realised early on that we needed a second visual effects supervisor because there was such an overlap between physical production and post-production, and the different time zones,” explains Kathy Chasen-Hay, senior VP VFX, Skydance. Each set was designed in three dimensions under the direction of production designer Rory Cheyne. “We then had to reverse engineer those models to turn them into something which was buildable by guys in a workshop,” states Conor Dennison, who was a supervising art director along with William Cheng and Adorjan Portik. “We set up Unreal Engine and a whole VR department within the art department. We would literally give David Goyer, the directors, producers and executives from Apple a set of VR goggles and say, ‘Off you go. Walk around the set. See what you think.’ It was fully lit and textured.” Rhinoceros 3D became the design software of choice. “The learning curve was stiffer but what you could do with the models afterwards was phenomenal.” Art: The intro of each episode is very impressive featuring elements and concepts of the movie in the form of a future painting medium that resembles a glitter fero-fluid. Displaying the history of the Empire in the Imperial Palace is the Mural of Souls, which is made of moving colour pigments. “We tried an interesting approach which was putting a bunch of acrylic ink in a pan, using Ferrofluid and running a magnet underneath it; that was filmed at a high speed which gave us a cool look, but it would have been impractical to have the mural wet all of the time,” notes MacLean. “Then we came up with the samsara where the Tibetan monks make mandala out of sand and wipe it away. We said, ‘What if we take that and turn it up to 11. Take the magnets from the Ferrofluid and have the sand be magnetic. The magnetic sand stays on the wall, twirls and makes these crazy images.” Simulations were placed on top of the physical mural created by the art department. “There was depth given to the various key features on the mural so depending on what was actually there, there was a custom particle layout, motion paths and noise fields,” explains Enriquez. “It was a lot of back-and-forth testing, and once we got it to work, the effect went throughout the entire shot. Kudos to Mackevision for getting that going.” Scar of Trator: In the first episode there is a terrorist attack on the largest space hub of the planet which connects with the planet through a huge elevator pillar like an umbilical cord. The destruction of the space hub results in a huge collapse of the pillar resulting in the death of millions. In order to have more control over the devastation caused by suicide bombers, Rodeo FX was recruited to produce a CG version. “Trantor is basically a city like Shanghai or Hong Kong in its architectural density, but that spreads over the full planet surface, then layered in depth of about 200 city levels of approximately the same urban density,” explains Arnaud Brisebois, VFX supervisor, Rodeo FX. “The task was to basically tear a giant gash in it. We would get a collection of building builds from DNEG. For each of those buildings, we generated five destruction variants, from barely wounded to completely collapsed. We generated shading attributes through FX’s destroyed areas which would be picked up in look development to give various areas of each building’s destruction its own age, or effect from destruction either partial or full. We built a megafloors [city levels] collection the same way. We spent a lot of time and effort working on single assets, making them highly detailed. You could drop a camera anywhere, near or far and it would still look awesome. I remember David Goyer’s comments coming in after seeing our early assemblies of the shots. ‘That's AWESOME! Like a spaceship Hindenburg!’ It’s the type of tone we’d get from David. Always excited, positive and fun to read.” The Conjecture: The device known as the Prime Radiant displays lifework of revolutionary mathematician Hari Seldon (Jared Harris). “What I kept saying to Chris and the team was, ‘We know that Hari Seldon and Gaal Dornick [Lou Llobell] are the only people that can understand this math, but we’re so far into the future I don’t want to see Arabic numbers,” remarks Goyer. “I also want it to be beautiful and spiritual. When Gaal and Hari look at the math it’s almost like they are communicating with angels or God.” The solution was found at the Toronto-based design house Tendril. “We went to Chris Bahry who in his spare time does quantum math,” states Chris MacLean, production VFX supervisor. “He came up with something that I hope becomes the ultimate sci-fi MacGuffin.” Holograms take the form of ‘Sandograms’. “The majority of our holograms are meant to be solid particles that coalesce into whatever the hologram was,” notes MacLean. “It worked extremely well with static objects and a 2.5D approach that Mike developed with DNEG.” Michael Enriquez, production VFX supervisor, adds, “I liked the concept of it not emitting light and being a physical object in the scene. The technology is so advanced that you don’t need an explanation for why it works.” The Monolith: Prominent on the surface of Terminus is a mysterious artifact that has a presence similar to that of the black monolith in 2001: A Space Odyssey. “Rory and I were like, ‘It has to be like Arrival’,” states MacLean. “It has to be this simple thing. I started to get into divine geometry and drew a simple diamond with a bit of a facet on it and mirrored it. I sent it to DNEG and they sent it back to us as a concept with this glowing centre. Rupert Sanders, the pilot director, got his designer Ash Thorp to do the same kind of thing. We sent it to Matt Cherniss at Apple to decide and he liked the diamond shape.” Even though the final design was decided in post-production, a partial practical element was constructed for principal photography. “We built the bottom six feet which was a little wedge shape with a light feature coming out of it; that was hanging off of a crane up in Iceland on the top of a mountain,” reveals Dennison. “Visual effects needed to have the effect of light for when Salvor Hardin [Leah Harvey] got up close to the Vault. The light naturally lit her up. Everything else was visual effects afterwards.” What's next ? If everything goes to plan for Goyer, Foundation will span 80 episodes over eight seasons. In order to do this, a number of narrative gaps had to be conceptualised. “The ‘Sack of Trantor’ is mentioned in the novels. But for a television show, audiences also want a certain amount of spectacle. We had to find a balance between visualising some of these events and staying rooted in story and character. Source: 3DWorld, Issue 279 Outposts' VFX Breakdown Personal notes: The series is kinda slow but interesting. The first episode is the one with the most heavy VFX scenes. Foundation reminds me of Dune, both of them have a luck of A.I. androids, many episodes involve the events unravelling in Terminus which is an arid planet like Dune and both plots involve characters of imperial heritage. Alien life is not too prevalent. We have the chance to witness some alien lifeforms but very briefly.
  17. AMD has released Radeon ProRender 3.3 for Blender and Radeon ProRender 3.3 for Maya, the latest versions of the Blender and Maya editions of its free, physically accurate GPU renderer. Better support for rendering volumes, plus DeepEXR export for Maya users Both versions get support for rendering environment fog and heterogeneous volumes like clouds and smoke in Full quality mode, although not yet on macOS. The Blender edition supports Blender’s Volume Scatter node and Principled Volume shader. In addition, the Maya edition can now export Deep EXR files for use in VFX compositing workflows. Availability and system requirements All the editions of Radeon ProRender are free downloads. The source code of the plugins is available under the Apache Licence 2.0. Radeon ProRender 3.3 for Blender is compatible with Blender 2.80+ on Windows, Linux and macOS. Radeon ProRender 3.3 for Maya is compatible with Maya 2018+ on Windows and macOS. https://www.amd.com/en/technologies/radeon-prorender full list of new features in Radeon ProRender 3.3 for Blender Version 3.3 New Features: Support for Fog and Heterogenous Volume rendering has been added to the RPR Full mode. Simulated volumes are now rendered on CPU and GPU. This includes support for the Blender Volume Scatter node and Principled Volume shader. Fixes: An output socket has been added in the Render Layer compositor node for Outline renders. An issue that could cause Material Previews not to work has been fixed. An error when Shadow Catcher objects were enabled with viewport rendering has been corrected. The following issues with Image Sequence texture not working have been fixed: Viewport and Final renders using texture sequences now look correct; Cyclic and Auto Refresh options in the image texture now work correctly; Support for numeric image filenames has been added. Hide/unhide could sometimes not work correctly with viewport rendering — fixed. Viewport upscaling now always uses 16-bit depth, which has fixed an issue with upscaling working on macOS. Emission Strength values > 1.0 now work correctly in the Principled Shader. Motion blur now works correctly with the “Center on Frame” and “Frame End” options. Setting the minimum samples option from 1 to 16 is now allowed (default is still 64). Hair rendering fixes: Hair UVs now work correctly; Textures are now supported for the color input of the Principled Hair BSDF and Hair BSDF; The color and melanin settings of the Principled Hair BSDF now look more accurate. Particle objects with hair on them were not rendering the hair — fixed. An issue with the “World” light being empty has been fixed. An AOV output “Camera Space Normal” has been added. Exporting .rpr files now takes into account material overrides. A warning is now added when an object with an excessive number of faces is exported. When a shader node was “muted,” that was not working in some cases — fixed. Differences in point lights between Cycles and ProRender have been mitigated. The Albedo AOV now passes the “Base color” on the Toon shader. A halo no longer appears around shadow and reflection catcher objects. AOVs passed through transparent or refractive materials — fixed. Noise convergence with emissive materials using textures has been improved. Performance with outline rendering has been improved. Performance regression on WX7100 GPUs has been fixed. The Object ID Lookup node now works in the Full mode. Objects with Toon shaders attached now cast shadows correctly if the flag is disabled. An issue detected on the latest NVidia drivers has been fixed. Known Issues: Volumes are not implemented on macOS. Vega GPUs with AMD 21.10 drivers can cause an issue when using the ML Denoiser. full list of new features in Radeon ProRender 3.3 for Maya Version 3.3 New Features: Support for Fog and Heterogenous Volume rendering has been added to the RPR Full mode. Simulated volumes are now rendered on CPU and GPU. An option of exporting DeepEXR files for compositing has been added. DeepEXR files contain multiple depth samples, allowing compositing better with depth. Support for the Voronoi Texture node has been added. Fixes: The texture cache location is now saved between sessions. Scenes that have many instances could crash IPR — fixed. A crash could happen with a correct HDRI image on an environment light — fixed. Support for Object ID and Random Color lookups in shader nodes has been added. After a critical render error, users could not render again without restarting Maya — fixed. Optimizations to the export of objects with deformation motion blur have been made. An error with references to materials in another scene has been fixed. The Albedo AOV now passes the “Base color” on the Toon shader. A halo no longer appears around shadow and reflection catcher objects. AOVs passed through transparent or refractive materials — fixed. Better noise convergence with emissive materials using textures has been achieved. Performance with outline rendering has been improved. Performance degradation on WX7100 GPUs has been eliminated. The Object ID Lookup node now works in the Full mode. Objects with Toon shaders attached now cast shadows correctly if the flag is disabled. An issue detected on the latest NVidia drivers has been fixed. Known Issues: Volumes are not implemented on macOS. Vega GPUs with AMD 21.10 drivers can cause an issue when using the ML Denoiser.
  18. So apparently the StarTrek - Discovery Season 4 has started and I am very excited about it. I used to hate StarTrek and love StarWars but my feelings changed after Disney bought LucasFilms (except The Mandalorian). My feeling towards StarTrek changed after the last 3 movies. StarTrek - Discovery begun in Season 1 somewhat at the same concept as the previous series but had superior CG. As the story progressed the scenario became more and more appealing. I like series that start a bit slow and predictive but show future potential. StarTrek - Discovery is now out of control with a re-imagined futuristic StarFleet closer to other contemporary SciFi futuristic concepts. I like the Intro sequence Spin-offs tailored for each Season and sometimes for special episodes. The intro mimics wireframe renders and FUI. For a TV show, the complexity of many scenes is just incredible. At the end of Season 2 there is a huge battle spanning in two episodes. The amount of particles, explosion's and spacecrafts made the quality look parallel to the last battle of The Rise of Skywalker. Below you will find some VFX breakdowns from all seasons And here's a time-lapse setting the control bridge stage
  19. e-on software has Black Friday deals Get 45% off on all annual licenses of VUE & PlantFactory and PlantCatalog* You can purchase multiple licenses (one year per each license) and activate them later when you need them**. Annual licenses can be installed on two distinct machines and you will get all updates which are released while your license is valid. Please note this is a time-limited offer. It will expire on December 6th, 2021. * Educational products and monthly solutions are not included. ** The runtime of your annual license starts on the first day of activation and not on the day of purchase, so you can activate each license just when you need it.
  20. That's what I meant with "accumulative" price. If RS = 1$ and C4D = 3$ the accumulative prise is 1+3. I think analyzing exactly how the prise could be distributed among Modules could discourage the voter from actually voting. And I'd definitely be unrealistic if I were to put prise tags over every Module. Actually it depends on the features themselves. I've been suggesting features and improvements for years, some where introduced on the next release, others 5 years later and others actually managed to be squeezed at the last moment But the "whishlist" mentioned in the Survey wasn't meant to be taken literally... but as a general improvement frame to stimulate the voter with the right amount of "positive weight" to compensate for the specific drawbacks. Weighting the cons and pros is subjective and I want to reveal the general public bias. The Survey is meant to be speculative and somehow "unrealistic" to reveal "unpredictable" actions
  21. Paul Babb announced that Redshift will be included in the Render Network, Otoy's Render Farm providing a one-click solution.
  22. I have no Idea ! It automatically converted the whole text to uppercase. On top of that, the system wouldn't let me post the poll without filling the Content form which is not in the Poll mode... my "What do you think?" reply was the txt I chose to put...
  23. Maxtree has made 90 of its 3D plant models available to download for free. The free Plant Models Vol 60 collection comprises 15 temperate and semiarid plant species, including broad-leaved trees, shrubs, herbaceous plants and grasses. The high-poly assets, which include files that have previously been available as free samples for Maxtree’s commercial plant collections, are provided in formats suitable for use in most DCC applications. The models come with albedo, glossiness, normal, opacity and translucency maps at up to 4,096 x 4,096px. System requirements and licensing The Plant Models Vol 60 assets are provided as Blender, Cinema 4D and 3ds Max files, and in FBX format. 3ds Max users can also download the plants in a format editable inside Exlevel’s GrowFX plugin. The files are licensed for commercial use. (Requires registering for a Maxtree account) I really want this collection but the subscription asks too many personal info and I don't need another newsletter spam source. https://maxtree.org/products/plant-models-vol-60/
  24. I meant any available purchase practise (either rental or perpetual). I didn't know it was certain that everyone having R25 was getting S26. Anyway, someone from the developing team replying to my question "will the next release be an S or R?" said that he is neither confirming or denying an S release this spring. So by "S26" I refer to the next version upgrade of C4D whatever that is. I'd prefer to leave the post unedited since I don't know if that will reset the voting. For me all these practises like SaaS (Software as a Service), PaaS (Platform as a Service), IaaS (Infrastructure as a Service) just because they get murky and ubiquitous, I prefer to nullify them with the phrase "the right to use (the software) under a specific way, time period and place". I didn't want to target any past or current releases. I also assumed that the answer to some of these is obvious and there is no point for a poll for it. So I targeted the future with an optimistic speculation to draw positive conclusions. Still not a useful question. The outcome of polling that question won't change anything. The trust of Maxon's clients doesn't have the power to determine how the next Release will be designed (that is determined from the sales) and what S26 will contain and look like has already been planed, the only thing that can make a difference between the plan and the actual release is the time given to the developers to implement the planed features. A release can be influenced by your first question and when asked early enough for the developing team to have the time to re-schedule everything to accommodate the desired changes. Anyway, I designed the questions in such a way (advantages and drawbacks) to see where people are drawn most towards to (if they will overlook any disadvantages in favor of the advantages or the opposite). These questions have no obvious crowd preference and that's what makes the poll interesting. Asking questions like those you proposed seemed to me like an obvious final result given the fact that there are threads here where many people have expressed their opinion for R25. My goal is not to see how people feel about C4D so far, but what decisions they are more likely to make in the future given a specific set of advantages and disadvantages. And so far the reactions are interesting. The most interesting one is that more than 60 people saw the poll but less than 10 voted 🤔... Usually people get discouraged by the big number of questions...
×
×
  • Create New...